Dynamic (Harvest the World) Campaign for ETQWs (Mod?)


(BR1GAND) #1

ET:QWs comes with 4 separate campaigns:

Africa: Refinery, Island, and Slip Gate (all GDF offense)
Europe: Ark, Quarry, and Salvage (all Strogg offense)
Pacific: Canyon, Sewers , and Volcano (2 GDF offense & 1 Strogg offense)
N America: Area 22, Outskirts, and Valley (1 Stogg offense & 2 GDF offense).

All 4 campaigns would be linked together. The Dynamic Campaign would start with either Pacific or N America. This could be determined by a random variable, the results of the last Global Campaign, or as a selectable server setting. XP could also be set to persistant for the duration of the Global Campaign, Default, or OFF.

Strogg Victory<-- Europe <-> Pacific <-> N. America <-> Africa --> GDF Victory

As each Continental Campaign was won (best 2 of 3 maps), the Global Campaign would load in the direction of the side that was the victor. This would make it possible for a sea-saw battle before the over all Global Victory was met. This would be similar to XP save (I know… I hear the competitive community sighing in disgust) however, unlike XP save there would probably be an eventual end.

Victory results could also be relatively fast if the teams were less evenly matched (IE. 4-6 maps could determine the victor depending on which continent the global campaign started). Placing the offensive maps closer to the victory side makes game-play faster (IE. offensive victories don’t take the full allotment of time), however doing the opposite and placing defensive maps may make the victory more assured or easier (assuming defensive maps are easier to win).

This could potentially open up the value of the XP system to players would who never get past Sgt. on the 3 map campaigns, without completely going to a pure “XP Save” server style. It would also give winning each Continental Campaign more meaning as the final global victory was neared. Server admins might also like to keep stats to display on their websites like # of global victories etc…


(gloowa) #2

cool idea, but has one flaw… europe/africa maps will be played much less than pacific/america…


(BR1GAND) #3

True, a flaw that could be adjusted for by randomizing the continental campaings if you like that… I would tend to favor having the all defense or all offense campaigns on each end. :cyclops:

Its good to have pie and eat it too… :smiley:


(gloowa) #4

could do :slight_smile: another way is to create some maps (i think it was discussed before) where ending of one map == begginning (o_0 missplled imo:/) of next one, depending of result.

but for start the stock map should do. nice idea.


(BR1GAND) #5

Due to all the custom maps and custom campaigns that are out there, I bet that someone knows how to do this now. Ancient post resurrection ftw! :cool:

Oh and if needed please move this thread to the Editing Enemy Territory: QUAKE Wars as appropriate.


(Szakalot) #6

This was discussed before a number of times. General consensus was that it sounds cool, but no one really took effort to do it, and at that point you might as well just run customs (since you want to mix things up)


(BR1GAND) #7

I think you’re remembering my similar post in the old community forums. And yeah there wasn’t a whole lot of interest in working on this then. However whats left of the ETQWs community is more focused on customs now. I don’t know how to create a custom campaign file much less one thats dynamic like this. I did play around with W:ET campaign files when I ran a server years ago. ETQWs is so much different.


(Szakalot) #8

Im just not sure whats the whole point in that, seems like a desperate way to squeeze something out of old maps, to which i reply again : focus on customs.


(BR1GAND) #9

Whether you use stock maps or not is besides the point… customs would do just fine. Its about having the outcome of a map (or a 3 map campaign) determine the loading of the next map (or campaign). Hence the term “Dynamic”.


(INF3RN0) #10

I think that they might have something like this for Brink. It is a cool idea.


(Scrupus) #11

It’s an interesting idea, but I don’t think it’s possible to make it work with scripting only - you probably need to change game code, ie. a mod.

The Dusk mod does it partly I think - some maps in Dusk have several exit vehicles, which leads to different maps.


(Cankor) #12

Are you playing again Brigand?


(DrFunkenstein) #13

Oh, oh. With a name and an avatar like that, I can see how this thread will end up :slight_smile: ,

Sorry to interrupt the program, please continue.

Dr. Funkenstein


(BR1GAND) #14

[QUOTE=DrFunkenstein;233532]Oh, oh. With a name and an avatar like that, I can see how this thread will end up :slight_smile: ,

Sorry to interrupt the program, please continue.

Dr. Funkenstein[/QUOTE]

Not sure what you could mean…


(DrFunkenstein) #15

Your nick and avatar reminded me of something :slight_smile: .

Dr. Funkenstein


(light_sh4v0r) #16

You said it happened to every good thread though, this one seems to have died before the beers could strike. Unless your revival triggers it :wink:


(f34n0r) #17

This is how the dusk mod currently works, very similar concept with going from map to map.